add multiple samples per pixel

This commit is contained in:
Fabien Freling 2021-04-26 22:51:49 +02:00
parent 79772c0df4
commit b0ce3eecec
5 changed files with 76 additions and 19 deletions

View file

@ -0,0 +1,36 @@
const Point3 = @import("vec3.zig").Point3;
const Vec3 = @import("vec3.zig").Vec3;
const Ray = @import("ray.zig").Ray;
pub const Camera = struct {
origin: Point3,
lowerLeftCorner: Point3,
horizontal: Vec3,
vertical: Vec3,
pub fn init() Camera {
const aspectRatio = 16.0 / 9.0;
const viewportHeight = 2.0;
const viewportWidth = aspectRatio * viewportHeight;
const focalLength = 1.0;
const origin = Vec3{};
const horizontal = Vec3{ .x = viewportWidth };
const vertical = Vec3{ .y = viewportHeight };
const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(Vec3{ .z = focalLength });
return Camera {
.origin = origin,
.horizontal = horizontal,
.vertical = vertical,
.lowerLeftCorner = lowerLeftCorner,
};
}
pub fn getRay(self: Camera, u: f32, v: f32) Ray {
return Ray{
.origin = self.origin,
.direction = self.lowerLeftCorner.add(self.horizontal.mul(u)).add(self.vertical.mul(v)).sub(self.origin),
};
}
};

View file

@ -0,0 +1,17 @@
const std = @import("std");
const math = std.math;
const Vec3 = @import("vec3.zig").Vec3;
pub const Color = Vec3;
pub fn averageColor(pixelColor: Color, samplesPerPixel: i32) Color {
// Divide the color by the number of samples.
// const scale = 1.0 / @intToFloat(f32, samplesPerPixel);
var scaledColor = pixelColor.div(@intToFloat(f32, samplesPerPixel));
return Color{
.x = math.clamp(scaledColor.x, 0, 0.999),
.y = math.clamp(scaledColor.y, 0, 0.999),
.z = math.clamp(scaledColor.z, 0, 0.999),
};
}

View file

@ -3,11 +3,13 @@ const print = std.debug.print;
const sdl = @import("sdl.zig"); const sdl = @import("sdl.zig");
const vec3 = @import("vec3.zig"); const vec3 = @import("vec3.zig");
const Vec3 = vec3.Vec3; const Vec3 = vec3.Vec3;
const Color = vec3.Color;
const Point3 = vec3.Point3; const Point3 = vec3.Point3;
const color = @import("color.zig");
const Color = color.Color;
const Ray = @import("ray.zig").Ray; const Ray = @import("ray.zig").Ray;
const Sphere = @import("sphere.zig").Sphere; const Sphere = @import("sphere.zig").Sphere;
const World = @import("world.zig").World; const World = @import("world.zig").World;
const Camera = @import("camera.zig").Camera;
// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig // From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
// See https://github.com/zig-lang/zig/issues/565 // See https://github.com/zig-lang/zig/issues/565
@ -53,6 +55,7 @@ pub fn main() anyerror!void {
const aspectRatio: f32 = 16.0 / 9.0; const aspectRatio: f32 = 16.0 / 9.0;
const imageWidth = 600; const imageWidth = 600;
const imageHeight = @floatToInt(usize, imageWidth / aspectRatio); const imageHeight = @floatToInt(usize, imageWidth / aspectRatio);
const samplesPerPixel = 100;
// World // World
const spheres = [_]Sphere{ const spheres = [_]Sphere{
@ -62,14 +65,7 @@ pub fn main() anyerror!void {
const world = World{ .spheres = spheres[0..spheres.len] }; const world = World{ .spheres = spheres[0..spheres.len] };
// Camera // Camera
const viewportHeight = 2.0; const camera = Camera.init();
const viewportWidth = viewportHeight * aspectRatio;
const focalLength = 1.0;
const origin = Vec3{};
const horizontal = Vec3{ .x = viewportWidth };
const vertical = Vec3{ .y = viewportHeight };
const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(Vec3{ .z = focalLength });
const window = sdl.c.SDL_CreateWindow( const window = sdl.c.SDL_CreateWindow(
"Raytracing in One Weekend", "Raytracing in One Weekend",
@ -88,6 +84,8 @@ pub fn main() anyerror!void {
return error.SDLInitializationFailed; return error.SDLInitializationFailed;
}; };
var prng = std.rand.DefaultPrng.init(42);
{ {
_ = sdl.c.SDL_LockSurface(surface); _ = sdl.c.SDL_LockSurface(surface);
@ -95,15 +93,22 @@ pub fn main() anyerror!void {
while (j < imageHeight) { while (j < imageHeight) {
var i: usize = 0; var i: usize = 0;
while (i < imageWidth) { while (i < imageWidth) {
const u = @intToFloat(f32, i) / @intToFloat(f32, (imageWidth - 1)); var pixelColor = Color{};
var k: usize = 0;
while (k < samplesPerPixel) {
const u = (@intToFloat(f32, i) + prng.random.float(f32)) / @intToFloat(f32, (imageWidth - 1));
const v = (@intToFloat(f32, j) + prng.random.float(f32)) / @intToFloat(f32, (imageHeight - 1));
const r = camera.getRay(u, v);
const sample = rayColor(r, world);
pixelColor = pixelColor.add(sample);
k += 1;
}
const averageColor = color.averageColor(pixelColor, samplesPerPixel);
// SDL coordinate system is flipped compared to the raytracer // SDL coordinate system is flipped compared to the raytracer
const v = @intToFloat(f32, (imageHeight - 1) - j) / @intToFloat(f32, (imageHeight - 1)); sdl.setSurfacePixel(surface, i, imageHeight - 1 - j, averageColor);
const r = Ray{
.origin = origin,
.direction = lowerLeftCorner.add(horizontal.mul(u)).add(vertical.mul(v)).sub(origin),
};
const pixelColor = rayColor(r, world);
sdl.setSurfacePixel(surface, i, j, pixelColor);
i += 1; i += 1;
} }
j += 1; j += 1;

View file

@ -1,5 +1,5 @@
pub const c = @cImport({ @cInclude("SDL2/SDL.h"); }); pub const c = @cImport({ @cInclude("SDL2/SDL.h"); });
const Color = @import("vec3.zig").Color; const Color = @import("color.zig").Color;
pub fn setSurfacePixel(surface: *c.SDL_Surface, i: usize, j: usize, color: Color) void { pub fn setSurfacePixel(surface: *c.SDL_Surface, i: usize, j: usize, color: Color) void {
const bytePerPixel = 4; const bytePerPixel = 4;

View file

@ -67,7 +67,6 @@ pub fn unitVector(vec: Vec3) Vec3 {
} }
pub const Point3 = Vec3; pub const Point3 = Vec3;
pub const Color = Vec3;
const assert = @import("std").debug.assert; const assert = @import("std").debug.assert;